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  1. Bundled bugs

    +1
  2. Game breaking faction/kingdom snowballing balance problem

    I have tested it again now and around the year 1085-1090 some fractions become very strong. It's not as bad as in the patches before, but still it can happen that until the year 1090 1-2 factions were completely wiped out
  3. Game breaking faction/kingdom snowballing balance problem

    With the patch version 1.0.5e I have started a new test campaign to see how good the balancing is now. No faction was completely wiped out over the year 1100, which is quite advantageous. There was always at least one city of the faction left, which gives the player the freedom to support them to rebuild.
    However, all the factions in the middle of the map at the end of the game have only one city left. This is probably simply because they are in the middle of the map.


    Year 1084
    1084.png

    Year 1090
    1090.png

    Year 1095
    1095.png

    Year 1100
    1100.png
  4. Game breaking faction/kingdom snowballing balance problem

    I'm starting a new game to see if that helps, did you? If that is, how'd you get that far since the patch was released?
    Ja, ich habe ein neues Spiel gestartet und die Dev-Konsole benutzt, um die Geschwindigkeit zu erhöhen.

    ENG: Yes, I started a new game and used the dev console to increase the speed.
  5. Game breaking faction/kingdom snowballing balance problem

    With the new patch 1.0.4 it is a bit better. Even though around the year 1090-1095 all factions were wiped out again until there were only 2 superpowers left

    Year 1090
    Year1900.png

    Year 1095
    Yeahr-1095.png
  6. Faction Imbalance

    +1
  7. Workshop Profit

    The workshop profit cap has been removed after patch 1.0.2. i now have a daily profit of 506k, which i find a bit too much. it would be much better to set the cap around 400 and maybe increase the number of workshops by 1-2. i had a profit of around 300-500 before the patch with 3 workshops, 2...
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